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D&D 5E Low CRs and "Boring" Monsters: Ogre

pemerton

Legend
I think those who find the monster boring should spice it up!
That's what this thread is about.

But that project is not assisted very much by posts telling people who are thining of such possibilities that, if only they would roelplay, then they wouldn't need to spice it up.

I say squelch because maneuvers in 4e were implemented in a manner so as to render them worthless.
Something similar about the ogre throwing its lunch was suggested by [MENTION=6855537]Dualazi[/MENTION], but [MENTION=15700]Sacrosanct[/MENTION], [MENTION=6785785]hawkeyefan[/MENTION] (I think) and others disagreed. And in the very post to which I'm replying you say "DPR isn't the defining characteristic of a good or interesting fight." Yet DPR and action economy seem to be the basis on which you're criticisng (in my view, incorrectly) 4e's stunting system.

Two combatants are fighting atop a parapet. Combatant A decides to try and throw combatant B off the edge. In 5e this is simple - grapple check and done. In 4e this is technically impossible without some of class or monster-specific power because grappling could only pull an enemy behind the grappler.
I don't follow. In 4e this would be a bull rush attempt. Which could be buffed via p 42 (the worked example on p 42 is of an ogre being pushed into a fire).

I can report that in my 4e game there has been no shortage of people being pushed over cliffs or into pits, blasted through walls, etc.

The parapet complaint is completely legit though.
It doesn't seem that legit to me. Is it meant to be based on the rule that you can't push someone through blocking terrain? In which case a parapet is not blocking terrain, as

Or is it meant to be based on the "squares of movement must beon the same horizontal plane" rule? That rule is about stopping people on the ground "pushing" people into the air. It's not about stopping someone being pushed over an edge.

The DMG, p 44, says "At you option, you can allow a power that pushes a target more than 1 square to carry the target over hindering terrain in the wy. You might imagine a titan with push 3 knocking a character clear over a pit to land in a heap on the other side." This shows that forced movement is to be interpreted in a way that makes sense in the fiction. (Eg when a Deathlock Wight "pushes" with its Horrific Visage, that is not a literal push nor a magical fore effect; rather, the character recoils in horror.) If the GM thinks the parapet makes it harder to push someone over the edge, s/he can always assess a -2 penalty to the attack roll (comparable to having cover).

Success calms or frightens the bears into not attacking the PCs. Success by 5 or more manages to make the animals attack the ogres instead. A speak with animals spell might be able to bypass the need for the check altogether.
Here's a link to a thread from about 6 years ago which discusses my adjuidication of the players in my game taming a bear. That was actually their second bear-taming effort; the first happened about two years prior, in the second or third session of the campaign. In 4e there's a DC-by-level chart for handling this sort of thing (whether as a single check or a skill challenge).
 

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Imaro

Legend
I don't disagree. The ogre (or any creature) can dash, hide, grapple etc. or improvise weapons, the problem is they're frequently so bad at it (by RAW) that it's a non-option. The cow example used earlier is a great example of that. Even if you house-rule that it can be thrown, it would be an improvised range weapon, which would make it have garbage range and damage. If you go by the printed ruleset it turns a cool encounter opener into a free turn for the players.

Why do you keep saying this when it's not true... there are improvised damage rules in the DMG (part of the printed ruleset) that contradict your claim.
 

Sacrosanct

Legend
Oh, you've never outright stated it, just repeatedly implied it by saying D&D without role-playing is a board game.

D&D without the role playing elements is Wrath of Asherleon. Which is, wait for it, a boardgame. If you take away the role playing out of an RPG, all you're left with is a game. This is not rocket science. This is literally the definition of what those terms mean.

Also, saying that statement above in no way, shape, or form means I am implying that mechanical rules don't matter or that good role players only need fluff. Not even close. That is a strawman, and a pretty weak one at that. So if you and pemerton and xaviat are going to say that I'm arguing that, you need to quote me. Or refrain from resorting to strawman to try to make a point.

What's interesting to me with this is you're willing to bend over backwards to try and show how you can houserule environmental effects, changing the mechanical rules, but are completely married to the fluff idea that they have a troupe of people with them.


Bend over backwards? That was one idea off the top of my head without any effort at all put into it. I'm about as married to the fluff as I am to the mechanical bits---both are equally important. I've said this about a half dozen times. Now sure why you either keep ignoring it, or do you just not believe what I"m actually saying but instead think I really support things I haven't actually said?

It can be freely changed from table to table, there's no guarantee that it'll be used.

Doesn't matter, and that wasn't what was argued. What was argued was that flavor text does not add anything to combat. End stop. That is objectively not true, and I and others have pointed out.
 

Ok just some quick observations...

1. The improvised weapon rules in the PHB specifically reference characters.
2. The DMG has rules for improvising damage... pg. 249
3. Why are we assuming a cow thrown by an Ogre does the same damage a character would do with... broken glass, table leg, a frying pan, dead goblin or wagon wheel?

You and I have had this conversation before so I'll just reiterate my position back then (I want to say...2ish years ago after release?).

The trap designing rules on DMG 121 incorporate the Improvised Damage which you find later in the book (which you can reference that page for the fluff if you want it). However, it also provides a Bounded Accuracy value for Setback, Dangerous and Deadly for Saving Throws and Attack Bonus (therefore, being more substantial).

But how robust is this in a granular combat engine with several interfacing mechanical components (that must be properly integrated to achieve something akin to a desired effect that is dynamic and neither too potent nor too weak) and 20 levels of play?

1) "...a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels."

Ok, fair enough.

2) 1st through 4th level damage expressions is all under the umbrella of one value for each of Setback, Dangerous, Deadly; 1d10, 2d10, 4d10 respectively.

So what now?

An Ogre's basic attacks are +6; 11/13 damage ranged and melee.

Let us suppose that I want him to push over a tree onto the PCs (as I mentioned in the above post) because OGRE SMASH. Mechanically, how do I derive this expression and how do these values help me?

Damage Expression
: 4d10 is "Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid" which seems right (fluff-wise), but that would be 22 damage (double the Ranged value for Ogre) with much more swinginess. Dangerous (which is amusingly the equivalent of being struck by lightning and...stumbling into a fire pit) yields the value of the Ogre's Ranged damage; 11.

Riders: Should this be knocked back for AoE for balance? If so, at what scale? Maybe look at 1st level AoE spells (Thunderwave does 9 damage and Forced Movement) given this is limited-use effect (Can't keep knocking down this tree)? If I want the Forced Movement equivalent of T-Wave should the damage be 9? What if I want prone or better yet, grappled (10 + the Ogres +4 or use something for the tree)? Miss for half damage or the rider effect?

Attack Resolution: Saving Throw 10 or 11 DC (PC saves at early levels will be +0ish to +5ish)? Reflex presumably. Given this is an Improvised Action, am I checking Str (Athletics) to push the tree over first? Ogre only has +4 (no Athletics) so I guess this puts this (IMO thematically appropriate) stunt well out of reach as is? Even if we use a lower DC such as Medium (which doesn't seem to mesh with the system's goal of world-based objective DC-setting), losing an action due to the still rather rough compound probability math isn't ideal.

Depending on how this gets mechanically contrived, this could be utter foolery (basically just voluntarily losing a turn given the failure prospects...notoriously an issue in lots of AD&D games with poorly adjudicated and opaquely conveyed prospects for improvised PC actions) or quite overpowered for the Ogres current CR. Do we want our improvised stunts to affect CR (which this seems like it pretty much has to)? Should we be mechanically carving this out beforehand and adjusting CR accordingly (thus dashing the "improvised" out of things)?
 

Tony Vargas

Legend
Effects that preclude player agency or cause PCs/NPCs to act in unrealistic ways are objected to. There are any number of ways to implement taunt effects without these.
Certainly there are. Marking, for instance. 4e powers like C&GI. 3e contested skill checks. Simply speaking in character and letting the DM make a judgement. ;)

Then again, if you place the bar for 'realistic' high enough, 0 is a number, too. :|

And again, wrong.
Nope, not wrong. Speculation about the nature/motivation of the overstatement, sure. But the factual bits were correct as far as they went. FWIW.

Most RPGs, including all editions of D&D certainly fit that definition.

In short: Effect types varied, ranges varied, attack bonuses varied, damage types varied, defenses varied, exceptions varied.
Exception based design, sure, allowed for some variation. The actual range of each of the underlying mechanics (conditions, named bonuses, durations, etc), though, probably peaked in 3e, and, if anything, 5e has ramped 'em back up a bit, thanks to the more traditional approach to spellcasting.

4e had a propensity for a bazillion unique character and monster abilities instead of standardized procedures for attacks, spell-like effects, and maneuvers.
Making allowances for 'bazillion' as rhetorical hyperbole, sure, there were a lot of 'unique' powers in 4e. But, 4e had one mechanic for resolving attacks (spells or spell-like abilities & maneuvers included) - the attack roll - it was the most standardized (and thus simplest), in that sense, D&D has ever been.

Given 5e's emphasis on fast combat and supposed intent of simplicity, returning to separate mechanics for attacks and saving throws doesn't make much sense. It's when we accept that the intent was never simplicity, but familiarity ('classic feel') perceived as such, that it falls into place.

I say squelch because maneuvers in 4e were implemented in a manner so as to render them worthless.
Maneuvers - martial powers or 'exploits' would be the closest analog to 5e maneuvers - were in no way worthless.

Example: Two combatants are fighting atop a parapet. Combatant A decides to try and throw combatant B off the edge. In 5e this is simple - grapple check and done. In 4e this is technically impossible without some of class or monster-specific power because grappling could only pull an enemy behind the grappler.
As Pemerton has pointed out, you could bull-rush someone off a parapet. You'd have to charge, which might not be practical in the middle of a duel, but you could do it, RAW, if you were adverse to improv. If you weren't, well, "Page 42" anyone?

They're circumstantial, sure. But in general - making an enemy prone is worth the cost of an action if two or more allies with more than half equivalent offense can attack (with advantage from the prone condition) before the enemy can stand up.
That's circumstantial, alright. I don't think it deserves the 'in general' lead-in, since it's a pretty specific case of number & capability of allies and lack of advantage from any other source.

More to the point though, as Sacrosanct went into, DPR isn't the defining characteristic of a good or interesting fight.
True, which is why PCs and monsters that have little to contribute beyond DPR can be politely called 'boring.'

When you think about it, presenting boring options is still presenting more options than excluding boring options would have been.

It's not just you. The Internet conventional wisdom heavily overvalues DPR, and undervalues defenses including crowd control, grappling, mobility, and AC. This is partly because DPR is easier to calculate in isolation,
Very much so, yes.

and partly because defense is a little harder to use sometimes (e.g. mobility or hiding doesn't help the party as a whole much unless everyone is fairly mobile/stealthy).
"More situational," yes.

We can't completely dismiss that conventional wisdom, either, but it's good to keep the bias in mind.

5E's designers made a game where it's pretty hard to double your offensive output and really quite easy to double your durability.
Presumably to cater to the above conventional-wisdom misconception. Similarly, the fighter is 'balanced' by his high DPR (and little else), making him 'best at fighting,' because DPR is over-valued.


What's funny is all those 4e examples are present in 5e, again sometimes on the same monster (when they just lazily slap spellcasting on them) and some of them, like the longbow attack, have just as many rolls as in 5e.
...
What 5e has done is go back to a dichotomy of brainless no-option offerings like the ogre, and ones with a plethora of options (casters). I prefer 4e's approach, where there was a more even spread, since if you look at creatures like the archmage, what are realistically the chances you go through even half of that spell list?
The 4e approach to class design prioritized balance, and the approach to monster design assumed any given (individual) monster would likely make only one appearance. That did result in a narrower range of complexity in both cases, FWIW.

I thought I did a good job getting this across earlier, or maybe I just assumed people grasped it from the opening statements of the thread, but this is a RAW discussion.
There's not much point to that in 5e. Over-reverence for the RAW was a 3e phenomenon, and it may have been OK in 4e, where the rules were OK if you stuck to 'em, but 5e really invites the DM to mess with the rules all he wants, the RAW is only a starting point.

Judging 5e by RAW is like running a race without ever leaving the starting blocks.

The difference between fluff and mechanics is that fluff is under no requirement to be balanced.
Depending on the design philosophy there may be no /requirement/ to balance mechanics, either. Arguably, 5e's design philosophy doesn't prioritize balance very highly. For one thing, balance can be brittle, and 5e is meant to be DM-customizeable. A meticulously balanced game discourages tinkering, for fear you might 'break' it. No matter how much people might complain that a looser design is 'broken,' it encourages & facilitates tinkering.
 

Imaro

Legend
You and I have had this conversation before so I'll just reiterate my position back then (I want to say...2ish years ago after release?).

Why? Seriously I didn't agree with your stance then and I doubt you reposting it will change my mind now...

The trap designing rules on DMG 121 incorporate the Improvised Damage which you find later in the book (which you can reference that page for the fluff if you want it). However, it also provides a Bounded Accuracy value for Setback, Dangerous and Deadly for Saving Throws and Attack Bonus (therefore, being more substantial).

But how robust is this in a granular combat engine with several interfacing mechanical components (that must be properly integrated to achieve something akin to a desired effect that is dynamic and neither too potent nor too weak) and 20 levels of play?

In actual play... it's granular enough for my needs (and for the point I made in the post you quoted)... I'm going to assume not so much for you. But then again I'm not sure you run 5e... do you?

1) "...a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A deadly trap is likely to kill characters of the indicated levels."

Ok, fair enough.

2) 1st through 4th level damage expressions is all under the umbrella of one value for each of Setback, Dangerous, Deadly; 1d10, 2d10, 4d10 respectively.

So what now?

You pick one... :confused:

An Ogre's basic attacks are +6; 11/13 damage ranged and melee.

Let us suppose that I want him to push over a tree onto the PCs (as I mentioned in the above post) because OGRE SMASH. Mechanically, how do I derive this expression and how do these values help me?

Damage Expression
: 4d10 is "Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid" which seems right (fluff-wise), but that would be 22 damage (double the Ranged value for Ogre) with much more swinginess. Dangerous (which is amusingly the equivalent of being struck by lightning and...stumbling into a fire pit) yields the value of the Ogre's Ranged damage; 11.

Ok let's go with 4d10 since the Ogre won't be pushing over Trees on a regular basis. Plus he's a lone Ogre... how long will his hit points last with the action economy of 5 on 1? 1 possibly 2 rounds?

Riders: Should this be knocked back for AoE for balance? If so, at what scale? Maybe look at 1st level AoE spells (Thunderwave does 9 damage and Forced Movement) given this is limited-use effect (Can't keep knocking down this tree)? If I want the Forced Movement equivalent of T-Wave should the damage be 9? What if I want prone or better yet, grappled (10 + the Ogres +4 or use something for the tree)? Miss for half damage or the rider effect?

Who said anything about riders? We were discussing whether improvised damage was always worse than his attacks... it's not. However if it's ranged with a rider it should probably be less than his regular ranged attack in damage so 1d10 (setback) and prone under the tree Str check DC 10 (setback) to push it off... it's really not that hard, though I'd probably bump it to 2d10 since again he's alone and an underpowered monster.

Attack Resolution: Saving Throw 10 or 11 DC (PC saves at early levels will be +0ish to +5ish)? Reflex presumably. Given this is an Improvised Action, am I checking Str (Athletics) to push the tree over first? Ogre only has +4 (no Athletics) so I guess this puts this (IMO thematically appropriate) stunt well out of reach as is? Even if we use a lower DC such as Medium (which doesn't seem to mesh with the system's goal of world-based objective DC-setting), losing an action due to the still rather rough compound probability math isn't ideal.

Just make an attack roll with Str no prof bonus because it's an improvised weapon so +4 to hit. Easy peezy. Overthinking this is not something I'm going to do in the game... especially since it's agreed by most that the Ogre is slightly underpowered for his CR.

Depending on how this gets mechanically contrived, this could be utter foolery (basically just voluntarily losing a turn given the failure prospects...notoriously an issue in lots of AD&D games with poorly adjudicated and opaquely conveyed prospects for improvised PC actions) or quite overpowered for the Ogres current CR. Do we want our improvised stunts to affect CR (which this seems like it pretty much has to)? Should we be mechanically carving this out beforehand and adjusting CR accordingly (thus dashing the "improvised" out of things)?

Seriously if you are that concerned with balance... 5e is probably not for you (though honestly I could do the same type of hemhawing with pg 42 and let's not forget you had to pay for DDI to get those riders. Look, I'm not afraid to wing it and go by feeling... 5e gives me just enough to do it with (I could go into why 4e didn't but that'd be pointless... let's just chalk it up to different strokes for different folks. I'm sorry it doesn't work for you as a tool but I'm fine with it and my own creativity. I wonder if those who play old school games fret as much about improvising as you seem to do. Probably not.
 
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Imaro

Legend
There's not much point to that in 5e. Over-reverence for the RAW was a 3e phenomenon, and it may have been OK in 4e, where the rules were OK if you stuck to 'em, but 5e really invites the DM to mess with the rules all he wants, the RAW is only a starting point.

Judging 5e by RAW is like running a race without ever leaving the starting blocks.

I'm a little confused here... are you claiming that 5e can't be run by RAW? or are you saying it encourages one to modify and change it? One I agree with the other just sounds like edition warring rhetoric in disguise (or possibly a lack of understanding of the rules on one's part).
 

Ok let's go with 4d10 since the Ogre won't be pushing over Trees on a regular basis.
So one tree alone is more powerful than one tree among many? That can't possibly be right. The tree you're not throwing (right now) cannot possibly affect the flight characteristics of the tree you are throwing right now.
 

Tony Vargas

Legend
I'm a little confused here... are you claiming that 5e can't be run by RAW? or are you saying it encourages one to modify and change it?
Yes.

Looking for RAW is rather a mistake in the first place, the rules aren't written in that pedantic a way nor with sufficiently precise jargon, they're meant to be interpreted and ruled upon by the DM. They're a starting point. That does, IMHO, encourage modding the rules, as well - or, at least, not discourage modding them in the way a less-ambiguous/more-balanced presentation might.

But, it's not like you have to mod the rules, you can just make rulings, instead.
 

Sacrosanct

Legend
Apparently I look at things completely different than a lot of others. Trying to find out how much damage a tree would do? Instead of looking at what the average damage of the creature pushing it over has, or the level of the party and what "guideline" exists for trap damage, I look at how big the tree is. To me, that's the most important and relevant thing. If a creature is powerful enough to push a tree over, it doesn't matter how much more strength they have unless they are throwing it too. If it's just falling/pushed over, the only factor I think of when coming up with damage is how big the tree is, and finding something comparable. Is a 2 ton tree falling on you the same as a 2 ton boulder? OK, there is my baseline. What level the party is, what is the damage for the monster who pushed it? All needlessly complex things are there only for metagaming purposes (re: balance) when IMO it's actually detrimental to a living world idea. Determining a tree's damage based on those things is like saying, "no dragons or giants will ever be encountered until the PCs are level X, no matter what the PCs actions are".
 

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